AutoSplitter/Load Remover - Help!
7 years ago
Massachusetts, USA

LeoGames, I have a request for you! I want to develop an autosplitter or even just a load remover for this wonderful game. However, I do not have the necessary information to make anything of the sorts. I would be very grateful if you could help us out in this endeavor. It would also be great if you could somehow help us to create multiple save files because it is hard to do certain categories without having to reset the entire file. Thanks, The Community

Edited by the author 7 years ago
CookieSlash and Havi like this

Hi TTchilly, For backups, they are in a text file here> C: \ Users \ Username \ AppData \ Roaming \ MMFApplications \ Jump_Data.ini The file can be easily changed to get what you want.

Here's how the variables work:

1002 = 0 level 1-2 is locked 1003 = 0 level 1-3 is locked Etc. 1002 = 1 level 1-2 is unlocked 1003 = 1 level 1-3 is unlocked Etc. (This continues until variable 1043 for level "Lamm")

1 = 0 Firefly at level 1-1 has not been recovered 2 = 0 Firefly at level 1-2 has not been recovered Etc. 1 = 1 Firefly at level 1-1 has been recovered 2 = 1 Firefly at level 1-2 has been recovered Etc.

Variable 671 can also be useful, since it defines where the player will be placed on the worldmap. Here is a plan of the game with the numbers corresponding to the investments :

http://img110.xooimage.com/files/2/9/1/1-51d347f.png

So, if you need anything else, do not hesitate to ask me, I will do my best to help you. o/

CookieSlash and Havi like this
Massachusetts, USA

Thank you very much! I have lots of work to do but this should make things a lot easier

Massachusetts, USA

I do however have a few more questions, Is there any way you could get me some of the load point values? I basically just need the memory address it uses to determine when you enter/exit a load. Thanks

Is not that what I was proposing to you with variable 671? 671 = 0: loading at the entrance of the world 1 671 = 1: loading below level 1 etc

Or did I misunderstand the question? ^^'

Massachusetts, USA

I need the load values when going from level 1 into level 2 for example, without exiting out into the overworld. Unless it uses the same values for transitioning between levels I don't think I can use variable 671...

Oh ok I'm sorry but there is no variable that handles this. :/

Massachusetts, USA

Hmmm, that's really too bad. That makes a load remover kind of impossible. At least I wouldn't know how to go about it, but thanks at least for the information on the overworld variables and such, that can always be used for an auto splitter of the sorts, again something I really don't know how to go about making but definitely something I will look into.

Massachusetts, USA

I have figured out a way to use some of the information you have provided me with. I just need one more piece of information to complete the puzzle, so to say. Could you provide me with how the game checks on when to change the level name in the game window?

United States

it is possible to just to tell us what some of the other variables do? Trying to figure out what causes a certain glitch that helps speed up the route (please don't try to fix the glitch). Particularly the ones relating to the levels which i assume would be 10XX= 90010XX= 90100XX= 91000XX= 9990XX= XX=

@TTChilly : To develop Lamm I used the software Multimedia Fusion 2.5, it is the software that manages the map loadings (and many other points), and that therefore changes the level name in the game window at the beginning of each level.

@ troyofathens : These variables are used to record the times : 90010XX = hundredths of a second 90100XX = seconds 91000XX = minutes 9990XX = total time in hundredths of a second

For the others, as I explained : 10XX = 0 = level is locked 10XX = 1 = level is unlocked XX = 0 = Firefly has not been recovered XX = 1 = Firefly has been recovered

The other variables are, I think, unimportant.

Ps: I'm really sorry for my English, I hope to be clear enough. Do not hesitate to tell me if I have misunderstood a question. ^^ '

CookieSlash and Havi like this
United States

@Leo-Games

Hi, I was already working on the autosplitter/load remover before, and I have decided to continue working on it with TTChilly.

I am using a software called Cheat Engine, which allows me to scan the memory used by the game for different values. I am assuming, based on my previous knowledge of programming and game development, that you use either a number or a string to represent the level ID. The placement value of the player after leaving would not work, as all we need to do is find if the player is in the overworld or not. Do you know any variables that are only set to a certain value WHILE inside of the overworld? This could be a level ID, or really anything else.

A list of level ID values would be nice. That way, I could go to each level, put the value into cheat engine, and then by the end I'd have the memory address and I could find a pointer for

United States

do they have any sort of bit limit that may cause an overflow?

@troyofathens : i absolutely don't know. :/

@CVivian : The software I use does not show me the IDs corresponding to the levels. On the other hand, after checking, the software creates a variable that indicates where the player is located. I don't know the ID of this variable, but it works this way: X = 1 = scene 1 X = 2 = scene 2 With this, you would need the number for each scene: 1 = splashscreen 2 = title 3 = help 4 = Options 5 = Stats 6 = Transition 7 = World 1 8 = 1-1 9 = 1-2 Etc.

I do not know if this variable can be found with Cheat Engine, but I hope you can fix your problem with this.

Havi likes this
United States

@Leo-Games

Thank you very much. I will be working on the autosplitter using this information.

@Troy

The memory is likely not an issue. The timer ticks up inconsistently. Since the timer is stored in a 4 byte integer, the chances of anyone ever overflowing it are zero. I'm sure, with a LOT of time on your hands, you could do it and complete a level in 0.00s, but memory is 100% not the issue with the timer. It's an issue with the engine.

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